2.5.12 lightmapping issue


(seremtan) #1

Just thought I should mention that the light/shadow ‘leaking’ from 2.5.11 has been reduced considerably but there is still some in 2.5.12:



This is with:

-light -fast -patchshadows -samples 3 -bounce 3

Oh, and another strange thing: some shader sprites I was using for teleporter markers have vanished between 2.5.11 and 2.5.12. They showed up fine in 11 but not in 12. They are deformVertexes autosprite. Other shaders using deformVertexes autosprite2 showed up fine. Here is the shader that went AWOL:

<pre>textures/stch-sfx2/swirlteleporter
{
qer_editorimage textures/stch-sfx/teleporter1.tga
surfaceparm nodlight
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
cull disable
deformVertexes autosprite
{
clampmap textures/stch-sfx/teleporter1.tga
blendfunc add
rgbGen wave sin 0 1 0 0.25
tcMod rotate 183
}
{
clampmap textures/stch-sfx/teleporter1.tga
blendfunc add
rgbGen wave sin 0 1 0.5 0.25
tcMod rotate 73
}
{
clampmap textures/stch-sfx/teleporter2.tga
blendfunc add
tcMod rotate -31
}
}</pre>


(ydnar) #2

That looks like the -dark switch. Are you sure you didn’t accidentally use it?

Try -light -fast -samples 2.

y


(seremtan) #3

Nope didn’t use -dark by accident or otherwise. I use Q3Map2Toolz frontend, and -dark isn’t even an option (yet, at least not on my copy).

I’m still bothered by the disappearing teleporters though. I’ll try a recompile with the switches you suggest, see if that helps.

Thx.


(ydnar) #4

Can you put the teleporters into a simple box map to verify they work at all?

Are they brushes or patch meshes?

Also, the sun leaks at the roof, do they go away if you remove the portal sky?

y


(ratty redemption) #5

ydnar, my only light source is the q3map_sunext and q3map_skylight and Im not using any sky portals, native or otherwise in the wolf map where Im getting light leaks with 2.5.12.

and the leaks do appear in different places, if I change the direction and elevation of the sun.


(seremtan) #6

The teleporters work fine now. I removed the lightstyles entirely (were using up 1.5MB of .pk3 for a small effect, not worth it on 56k upload!) and the teleporters re-appeared. The only thing I can think of is that they were all autosprite. The autosprite2 shaders worked fine whatever. A q3map2 issue here? They were nodraw brushes with the shader applied one side.

I haven’t checked the roof leaks w/o sky portal (yet), but I did post a link to the alpha/beta of the map over at Q3W LEM if you want to take a look. From memory I’ve never had such leaks in a non-portalskied map, even when the sky ‘face’ was quite close to the ceiling/roof.

One last thing re. teleporters: they showed up fine compiling under 2.5.11 with lightstyles running /sv_pure 0. It was only when compiling under 2.5.12 running pure server they crapped out. Removing the lightstyles altogether and recompiling under 2.5.12 and playing pure server they were fine.

Hope this is enough info for you.


(ydnar) #7

See the other lightmap issue thread for info on why sun/sky light leaks through some brushes, and what to do to correct it.

y